Once Human

Once Human

How does bounce damage work in this game?
I am currently using HAMR - Brahminy with prickly pants that is supposed to be giving whatever '100% bounce DMG means' but the first bounce that hit an enemy right beside it and my bounce already lost almost half of its damage? Does it decay damage with distance? If an enemy right beside them like this which is maybe half or 1/4 of the 10m seeking range inmagine what it would be like at the max range?

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I play bounce exclusively and on hard mode mobs in silos bounce falls off very hard. Other DPS options melts solo fast enough to clear multiple enemy that bounce struggle to do in the same amount of time because 'bounce prioritizes higher HP enemies' which on the mirror side means it is supposed to be 'chaining longer' because there are 'more not dead enemies' but it definitely is freaking not chaining longer. I do have the 300% weakspot focus mod but I barely felt the difference, the amount of bounces is more or less the same short, more or less the same rarely long which is saying that the weakspot focus which is supposed to proccing longer bounces almost doesnt do anything if anything at all. That is my experience with this specific gun at least which has its own set of bounce circumstances compared to those that just bounce on hit. Also the 80% bounce on weakspot is definitely a lie (specifically on your first bullet of any shot in the mag that hits the first enemy). It feels like 25% or 50% all the time in all the hours I have in the game.
Last edited by ⟨⧹▾⧸⟩; Aug 6, 2024 @ 5:01pm
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Showing 1-12 of 12 comments
AirSniffer Aug 6, 2024 @ 7:25pm 
Currently Bounce seems to be a worse version of shrapnel. They both more or less do the same thing but shrapnel proccs on the same enemy. I've never really felt the need of doing dedicated trash clear since boss dps is what matters for me - and since starchrom is a finite ressource I'd much rather go all in on a single target build.

Anyway.

What I know is that it deals 60% weapon damage to an enemy within 10m around the initial target. It can crit and deal weakspot damage and "decays with distance", which means that the bounce damage effectively gets diminished if your character is too far away when the damage gets calculated. Same as shrapnel basically. All of this is baseline and I'm not familiar with bounce related mods since I've never really bothered collecting them.

I also can't really think of a way to make bounce viable for single target except increasing the initial hit damage in case bounce doesn't have a target? Idk. Also I really think that 10m is not enough for a damage type that is literally supposed to do aoe damage but that might just be me.
Big Boom Boom Aug 6, 2024 @ 7:31pm 
I recall there is a mod or something that can add a 2nd bounce, which if there's only two target then the 2nd bounce will hit the original target.
⟨⧹▾⧸⟩ Aug 7, 2024 @ 12:48am 
Originally posted by Xaro:
Currently Bounce seems to be a worse version of shrapnel. They both more or less do the same thing but shrapnel proccs on the same enemy. I've never really felt the need of doing dedicated trash clear since boss dps is what matters for me - and since starchrom is a finite ressource I'd much rather go all in on a single target build.

Anyway.

What I know is that it deals 60% weapon damage to an enemy within 10m around the initial target. It can crit and deal weakspot damage and "decays with distance", which means that the bounce damage effectively gets diminished if your character is too far away when the damage gets calculated. Same as shrapnel basically. All of this is baseline and I'm not familiar with bounce related mods since I've never really bothered collecting them.

I also can't really think of a way to make bounce viable for single target except increasing the initial hit damage in case bounce doesn't have a target? Idk. Also I really think that 10m is not enough for a damage type that is literally supposed to do aoe damage but that might just be me.

I see, thank you for your input
⟨⧹▾⧸⟩ Aug 7, 2024 @ 12:52am 
Originally posted by Big Boom Boom:
I recall there is a mod or something that can add a 2nd bounce, which if there's only two target then the 2nd bounce will hit the original target.

I'm sure even without that the bounce will still ping pong between two targets. But even with this 300% weakspot priority from a bounce mod, the bounce chain still feels more or less the same without it as in it stopped too soon despite having an upgrade. No way bounce will stop that fast like it was without the mod with a three times rate of hitting weakspot and whatever 'bounce has 100% chance to bounce again upon a hit, dealing 100% bounce dmg' means. Reference
Last edited by ⟨⧹▾⧸⟩; Aug 7, 2024 @ 12:53am
johnno23 Aug 7, 2024 @ 1:38am 
I found bounce with the HAMR to work exceptionally well in rosseta bases and reasonable in Vulture camps but out in the wilds less interesting. I went back to my regular purple sniper that we get early on. Also as mentioned above bosses are the real target everything else is basically fodder and there to distract and divert your attention from main objectives.
I found that the sniper shotgun combo works best for me and also replaced a damage mod for rapid reload as the time taken to reload can be a pain as reload is halted if struck by an enemy I noticed. Any weapon damage loss is more than made up for with the faster reload times. I also found that bounce was less impactful over all as the sniper can most times one shot any regular enemy and the bounce would often take out only half their health so I would still need to follow up with another shot meaning that the bounce was 90% of the time simply redundant.
⟨⧹▾⧸⟩ Aug 7, 2024 @ 6:49am 
Originally posted by johnno23:
I found bounce with the HAMR to work exceptionally well in rosseta bases and reasonable in Vulture camps but out in the wilds less interesting. I went back to my regular purple sniper that we get early on. Also as mentioned above bosses are the real target everything else is basically fodder and there to distract and divert your attention from main objectives.
I found that the sniper shotgun combo works best for me and also replaced a damage mod for rapid reload as the time taken to reload can be a pain as reload is halted if struck by an enemy I noticed. Any weapon damage loss is more than made up for with the faster reload times. I also found that bounce was less impactful over all as the sniper can most times one shot any regular enemy and the bounce would often take out only half their health so I would still need to follow up with another shot meaning that the bounce was 90% of the time simply redundant.

yeah, because HAMR has 'peneration'. It's a bonus DMG trait rather than an element. And that penetration is deal more dmg to rosetta enemy specifically. But still, can you show your loadout n mods? I have held on farming hard mode when theres pro mode and that surely has better stats so I didnt waste my controllers. But I do not one shot trash mobs of all factions, its always two shots 99% of the time. Bounce is good against open world enemies thats barely above lvl 40.

When it actually faces higher level enemies maybe 45 and above, bounce really falls off because it prioritizes higher HP target which means delaying the kill for multiple low hp targets ( if thats the situation ) but you can always target those on your next bullets of course. The bounces falls off as in the chain feels really short even tho it should be longer consistently with the 300% weakspot priority mod.

So even tho it should excel at melting crowds it only ping pongs between 2-4 targets which is weird because it has high chance of continuing further. High level mob = bullet sponge which makes bounce really fun but its short lived because of the awkward experience of needing to shot 2-4 bullets to proc another bounce after the first even tho its '80%' and should be proccing frequently. Hence why I feel bounce is having a shorter chain than expected.
Last edited by ⟨⧹▾⧸⟩; Aug 7, 2024 @ 7:07am
Martin Aug 7, 2024 @ 6:53am 
I just ignore bounce, it does so little damage it's not worth using for dps and really all it does is attract more enemies onto you.. if the bounce hits an elite.. it can be even more annoying. My suggestion is don't use it.
Xaelon Aug 7, 2024 @ 7:18am 
Bounce needs a redesign tbh. The idea is neat but in a game about killing bosses a mechanic that's only for killing adds seems like a poor idea.

I guess it might have some kind of a place in group content where someone is on dedicated add clear but....there are plenty of guns and mechanics with baked in add clear that can also DPS bosses. Currently I dunno why you would use bounce over Frost Vortex for example.

I wish bounce was better because the wish machine gave me the BP for the Kuma MP5 twice and that thing is just so much worse than my burn LMG. I hope they'll buff the mechanic soon. Maybe they could make it so bounce's shots can well...bounce off objects too, that way they could ricochet back into bosses. Because that's the problem with it right now. The mechanic doesn't do anything to help your boss DPS in a game about killing bosses.
⟨⧹▾⧸⟩ Aug 7, 2024 @ 7:22am 
Originally posted by Xaelon:
Bounce needs a redesign tbh. The idea is neat but in a game about killing bosses a mechanic that's only for killing adds seems like a poor idea.

I guess it might have some kind of a place in group content where someone is on dedicated add clear but....there are plenty of guns and mechanics with baked in add clear that can also DPS bosses. Currently I dunno why you would use bounce over Frost Vortex for example.

I wish bounce was better because the wish machine gave me the BP for the Kuma MP5 twice and that thing is just so much worse than my burn LMG. I hope they'll buff the mechanic soon. Maybe they could make it so bounce's shots can well...bounce off objects too, that way they could ricochet back into bosses. Because that's the problem with it right now. The mechanic doesn't do anything to help your boss DPS in a game about killing bosses.

I actually don't mind the dedicated role of ad clear. It's just it hasn't been excellent at it just either good enough or terrible depend on who you ask. While the more popular weapons can do their job excellently even tho they have the same singular goals of their own.

About the guns that are good against bosses and also good ad clear gun then I cant say anything about that, it is what it is, the short end of the stick. Unless the devs do something to up it.
⟨⧹▾⧸⟩ Aug 7, 2024 @ 3:42pm 
Originally posted by Martin:
I just ignore bounce, it does so little damage it's not worth using for dps and really all it does is attract more enemies onto you.. if the bounce hits an elite.. it can be even more annoying. My suggestion is don't use it.

It's obvious its not for boss dps so who came in expecting that had it coming. Whatever is designed to be multi target will usually have its base damage reduced as opposed to weapons that are single target focused. It's not gonna be doing 100k damage per shots even if the identity is a sniper rifle and then do that same damage for the bounces. Even with that said nothing stops players from finding out that the devs somehow made guns that can do both whether at an excellent capacity or less thats just how things are sometimes across games of all kind.
Last edited by ⟨⧹▾⧸⟩; Aug 7, 2024 @ 3:42pm
Burr Aug 12, 2024 @ 12:50am 
Depends. Its really fun thing with Tatoo pants, Not Throw Away mod and Mini Feaster, especially in pvp. You never expect to be killed with tentacles swarm. Still not so effective as multipart shrapnel or g17 auto headshots, but still fine. But i would like to see bounce as default effect on weapon's style category or on shotguns.
Last edited by Burr; Aug 12, 2024 @ 6:18am
Darkness Aug 12, 2024 @ 1:05am 
Bounce need rework and you should stay away till then cause u can do more dmg using a fishing pole then a weapon with bounce lol.
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Date Posted: Aug 6, 2024 @ 4:59pm
Posts: 12